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Posts by scepile3 |
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 Sorry if you don't understand but...RTS doesn't work for the xkas(I think) You use RTL unless conditions apply. You would have to hack the select button. (or ask Aiko for it.) (The code's just inserting another command to select right now. That's why you have to hack the select routine.)It's not BCS by the way.(you branch if values are over that amount or equal) It's BEQ.(BEQ makes it so if the value is this amount or Select, you branch) What you're doing is when you press Select, X(or Y), or B(or A), you branch to skipSelect. It won't have any affects right now but if you program a code, it'll be irratating. For the code, you aren't doing anything right now. You can also insert a code into skipSelect before the RTS to add a new function to select. That's it...
Edit:I forgot to answer you're question. Your in the right direction. You just need to hack the proper routine to "hook" select. -------------------- You know, it would be cool if someone made a sword sprite(s) and released it to the public. That would help a lot of people........ Now that I think about it, that would be perfect for C3! (Not that I could program a sword sprite)
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 I was afraid of hijacking the thread I originally had these question in, so I put my questions here.
1. How would you put X? I mean: Originally posted by Ai-in the thread:Is writting button hooks hard to do? (Updated Please Read!!)NOP #X Would you put X as #$0X if X is a single digit? Or would you put X as #$X if X is a single digit?
2. How would you identify the number of bytes a rom address is?
3. What type of address would you put it as? ROM or SNES?
4. Also, how would you use all.log? It's been no use so far.
@Broozer:You put the wrong address for the rise.(7C) The address would be 7D.(Vertical speed) To rise, the vertical speed must be over #$80 to rise.
Edit:
After seeing the video, I noticed that all of those palletes were some that didn't show any glitched graphics(or glitched graphics used to advantage) when I increased $19, mario's power-up, for no reason. -------------------- You know, it would be cool if someone made a sword sprite(s) and released it to the public. That would help a lot of people........ Now that I think about it, that would be perfect for C3! (Not that I could program a sword sprite)
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 Thanks Ai-. That helps a lot! -------------------- You know, it would be cool if someone made a sword sprite(s) and released it to the public. That would help a lot of people........ Now that I think about it, that would be perfect for C3! (Not that I could program a sword sprite)
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 Acually, I made an easy code that would disable select completely. Here it is: Codemacro RATS_start(id)
db "STAR"
dw RATS_Endcode<id>-RATS_Startcode<id>
dw RATS_Endcode<id>-RATS_Startcode<id>^#$FFFF
RATS_Startcode<id>:
endmacro
macro RATS_end(id)
RATS_Endcode<id>:
endmacro
lorom
header
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;Hijack the status bar routine
org $008F49
JSL NewRoutine;-
org $??????;Free ROM Space here
%RATS_start(0);-
NewRoutine:;-
LDA $16;*
CMP #$20
BNE Return;-
STZ $15;-
STZ $16;-
;new code here.
;can't hold button, it only operates a single time.
BRA Return;-
Return:;-
LDA $0DBE;-
INC A ;-
RTL;-
%RATS_end(0) ;-
The code's RATS tag is from the LR HOOK.
Edit:
I forgot something. You don't NEED to Disable a routine.(by NOPing it out) Just wanted to say that.
Edit1:
You might be able to use this code for any button. Replace the button values or/and the RAM addresses to disable. * = use either $16(controller data 1) or $18 (controller data 2). Both are 1 frame. - = don't modify. -------------------- You know, it would be cool if someone made a sword sprite(s) and released it to the public. That would help a lot of people........ Now that I think about it, that would be perfect for C3! (Not that I could program a sword sprite)
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 I think the only 2 ways to solve that issue would be to either:
A) Originally posted by InsaneSPChijack the routine for it.
or B)Copy the original Palette B from a clean rom and put it into the ghost house entrance level as a custom pallete. (A=ghost house main entrance level, in clean rom B=ghost house you're going to change at entrance level.
By opening A, saving as a custom pallete, option's under file I think, and inserting it into B, I think that might work. To change the pallete for something else, I think you may just have to use that file. By the way, option B is just a theory. I haven't tested it.) -------------------- You know, it would be cool if someone made a sword sprite(s) and released it to the public. That would help a lot of people........ Now that I think about it, that would be perfect for C3! (Not that I could program a sword sprite)
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 I've tryed AMX and it worked once before it froze at "MARIO START!" I have no solution but there are some ways to pass this problem. Just like Black Yoshi said, you could use a different addmusic or use it once for the rom. I'm not sure if there would be any problems with this solution. These are my ways but there might be more solutions. (hopefully)
Edit:woops, SP. (spelling errors.) Edited. -------------------- You know, it would be cool if someone made a sword sprite(s) and released it to the public. That would help a lot of people........ Now that I think about it, that would be perfect for C3! (Not that I could program a sword sprite)
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 1) What patch is that? Is it SMW Health Bar - Final Version? Do you have an ASM file? If you have an ASM file of the patch you're using, I may be able to help.
2) By what you said,you should modify the configuration settings. I have no clue how to but I got that idea from Originally posted by johncellthis application has failed to start because the application configuration is incorrect. -------------------- You know, it would be cool if someone made a sword sprite(s) and released it to the public. That would help a lot of people........ Now that I think about it, that would be perfect for C3! (Not that I could program a sword sprite)
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 Edit:After seeing the graphics, you'd have to modify the small mario and luigi unless...
Well, I tinkered around the rom addresses A318 and A15B-A15F and it's almost to what you want. At A15B, put 00 FF 00 FF 00. In other words, put 00 on A15B, FF on A15C, 00 on A15D, FF on A15E, and A15F. For A318, put 25. Never put the value as 20 or less. It freezes. The only value that's missing is the value of the sprite being held</b>. Make sure to count correctly or search for the above values.Unexpected end tag (</b>) at 441, expected </u>Tag (b) was not closed.-------------------- You know, it would be cool if someone made a sword sprite(s) and released it to the public. That would help a lot of people........ Now that I think about it, that would be perfect for C3! (Not that I could program a sword sprite)
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 Sorry. I just stumbled upon the thread right now. Well, you know how the status exit patch (For xkas) uses the RAM Address $1F2E? On the secret exit/items could have another line of code that says: INC $1F2E and has some sort of break like making it a coin. If you're using some other patch, identify the address it uses to decide how many levels you beat, add another line of code into the item/secret level exit block that says: INC $...(replace ... with the address that counts levels beat), insert the block, and there. Make sure the block won't naturally increase the address that counts levels beat. It may work. Sorry if the post too long/confusing, it doesn't work, or there's an easier way to do this. -------------------- You know, it would be cool if someone made a sword sprite(s) and released it to the public. That would help a lot of people........ Now that I think about it, that would be perfect for C3! (Not that I could program a sword sprite)
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 Edit: I have a question. When I used EXAnimation, the blocks that I use EXAnimation on just flash.(Show current EXAnimated frame, disappear next frame, show next EXAnimated frame, repeat without showing current frame)How would I be able to fix this? This is exactly what I put:
Entry 00, ON/OFF Activated, Four 8x8s:line, Destination:54, Frames:4CC 4DC 4EC 4FC X 2 4B4 X8
Entry 01, ON/OFF Activated, Four 8x8s:line, Destination:78, Frames:4B4 X 8 4CC 4DC 4EC 4FC X 2
Original post:You press Sprite Data (Hex Code) under View or press 5. Then you see if the custom sprite's top number (next to the X) is a two or three. If its two, extra bit isn't set and if its three, extra bit is set. If its zero or one, its a normal sprite. -------------------- You know, it would be cool if someone made a sword sprite(s) and released it to the public. That would help a lot of people........ Now that I think about it, that would be perfect for C3! (Not that I could program a sword sprite)
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 Edit:@piranha productions:What was the offsets for the block? #$0DBF is supposed to be $0DBF. Same goes for all RAM addresses. (probably ROM too.) Was that code the only part? If it was, you would need to add another part. Here's how it would look: (bold is changed/added parts.)LDA $0DBF ;load coins
CMP #$10 ;Compare to 16 coins (in hex)
BCC Blah ;If coin count is below 16, branch (or jump) to Blah
;Change Blah to modify the symbol name (Doesn't change anything)
SEC
SBC #$10 ;coins to take in hex (16)
STA $0DBF
RTL
Blah:
STZ $0DBF
RTL
Original post: Originally posted by BoingboingsplatOriginally posted by scepile3Original post:You press Sprite Data (Hex Code) under View or press 5. Then you see if the custom sprite's top number (next to the X) is a two or three. If its two, extra bit isn't set and if its three, extra bit is set. If its zero or one, its a normal sprite.
Uh, I meant coding a sprite that uses the extra bit.
Well, I checked some of spritetool's sprites' asm files (since I don't know any sprite asm and I feel guilty) and I have come to believe that this would be how to code a sprite that uses the first extra bit:LDA $AB10 AND #$04 BEQ ... replace ... with a symbol. -------------------- You know, it would be cool if someone made a sword sprite(s) and released it to the public. That would help a lot of people........ Now that I think about it, that would be perfect for C3! (Not that I could program a sword sprite)
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 Sorry to load two questions at once, but how do you change the current screen exit so you can warp somewhere else? ex:You are in a screen with an exit going to level 105 and you use a custom block to warp to level 2. When you go back to that screen after you come back to the screen by a door during that same level, you warp to level 105 via pipe. I think it would use the RAM addresses $19B8 and $19D8. How could you send the player back to the level entrance? (the place they come from when they enter the level from the ov) If any of these questions are answered, I would be very happy. -------------------- You know, it would be cool if someone made a sword sprite(s) and released it to the public. That would help a lot of people........ Now that I think about it, that would be perfect for C3! (Not that I could program a sword sprite)
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 I'm not sure if this would work, but you could put this in an xkas patch:
LDA $73
BNE Go
RTL
Go:
STZ $13E8
RTL -------------------- You know, it would be cool if someone made a sword sprite(s) and released it to the public. That would help a lot of people........ Now that I think about it, that would be perfect for C3! (Not that I could program a sword sprite)
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 This was in http://www.smwcentral.net/?p=thread&id=13436. (the thread is called "How do you make sprites take a # of hits?" the third post[I would quote it if it wasn't so long...]) As for the second question, you could find the value in $19 for the other fire mario (there is one) and put the following in a xkas patch:
LDA $19
CMP #$?? ;put the value here
LDA #$FC
STA $1745
STA $1746
< offtopic > I know, I like/overuse xkas. -------------------- You know, it would be cool if someone made a sword sprite(s) and released it to the public. That would help a lot of people........ Now that I think about it, that would be perfect for C3! (Not that I could program a sword sprite)
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 Okay.Well, the power-up address ($19) has 255 values. (In hexidecimal, its FF) There are some of values that have the same effect as value 3. (Fire Mario) If you find one of those other values, you could make a xkas patch to utilitize this value, making it different than normal Fire Mario. Basically, it won't replace Fire Mario. To go to $19, you use LDA $19 to load it. To increase it to search for the value, you could use INC $19. You should add something else so Mario wouldn't flash as different forms like crazy. -------------------- You know, it would be cool if someone made a sword sprite(s) and released it to the public. That would help a lot of people........ Now that I think about it, that would be perfect for C3! (Not that I could program a sword sprite)
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 About the questions I posted, I solved them. -------------------- You know, it would be cool if someone made a sword sprite(s) and released it to the public. That would help a lot of people........ Now that I think about it, that would be perfect for C3! (Not that I could program a sword sprite)
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 For the "no power down", you could use the following in a xkas patch:
org $F5D5
JML Hit
Hit:
STZ $13E0
JML $00F5F3
Got it from the SMW Health Bar - Final Version patch. You should apply the patch for health. -------------------- You know, it would be cool if someone made a sword sprite(s) and released it to the public. That would help a lot of people........ Now that I think about it, that would be perfect for C3! (Not that I could program a sword sprite)
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 You could use an unused address, but you would have to carry the values for the power-up to other levels.(The code might be:
!Un = $0660;or other RAM unused address
!Value = #$01;or other value
LDA !Un
CMP !Value
BNE Return
LDA #$FC
STA $1745
STA $1746
Return:
RTL
If you do that, you'd have to make a sprite increase that unused address. It would also have to make Mario Fire Mario.) -------------------- You know, it would be cool if someone made a sword sprite(s) and released it to the public. That would help a lot of people........ Now that I think about it, that would be perfect for C3! (Not that I could program a sword sprite)
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 Edit Level C7. Change 01924 (ROM) into A9 00 8D FB 1D if you want to change the music in the intro by Lunar Magic. -------------------- You know, it would be cool if someone made a sword sprite(s) and released it to the public. That would help a lot of people........ Now that I think about it, that would be perfect for C3! (Not that I could program a sword sprite)
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 For the health patch, it is in the patches section, the "SMW Health Bar - Final Version" one. To modify the patch, refer to the asm file in there.
As for the flutter jump, you could try to use the one I made. (The: "(xkas) Flutter Jump V1" one.) To enable the flutter jump on yoshi, you should remove the: Code LDA $187A
BNE Return
I originally inputed that part of the code because the poses looked wierd on yoshi. As for the flutter jump working in the wrong places, you could add a little section that looks like:
LDA $???? ;address for the "wrong areas"
CMP #$?? ;value that creates the "wrong areas"
BNE Reset ;or Return, it depends on how you'd like it.
Here's an example, for disabling it after the goal: CodeLDA $1493;the address that ends the level.
BNE Reset;the address works in several/a few ways
around this part: Code LDA $77
AND #$04
BNE Reset
LDA $75
BNE Return
LDA $74
BNE Return
;preferably here.
LDA $187A
BNE Return
Hope this helps. -------------------- You know, it would be cool if someone made a sword sprite(s) and released it to the public. That would help a lot of people........ Now that I think about it, that would be perfect for C3! (Not that I could program a sword sprite)
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